140 lines
5.5 KiB
C++
140 lines
5.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "EditorDirectories.h"
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#include "CoreGlobals.h"
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#include "HAL/FileManager.h"
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#include "HAL/Platform.h"
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#include "Misc/AssertionMacros.h"
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#include "Misc/ConfigCacheIni.h"
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#include "Misc/Paths.h"
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#include "Templates/UnrealTemplate.h"
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FEditorDirectories& FEditorDirectories::Get()
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{
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static FEditorDirectories Directories;
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return Directories;
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}
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FEditorDirectories::FEditorDirectories() :
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bHasLoaded(false)
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{
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ConfigFile = GEditorPerProjectIni;
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ConfigSectionName = TEXT("Directories2");
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}
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void FEditorDirectories::LoadLastDirectories()
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{
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for( int32 CurDirectoryIndex = 0; CurDirectoryIndex < UE_ARRAY_COUNT( LastDir ); ++CurDirectoryIndex )
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{
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LastDir[CurDirectoryIndex].Reset();
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}
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// NOTE: We append a "2" to the section name to enforce backwards compatibility. "Directories" is deprecated.
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GConfig->GetString( *ConfigSectionName, TEXT("UNR"), LastDir[ELastDirectory::UNR], ConfigFile );
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GConfig->GetString( *ConfigSectionName, TEXT("BRUSH"), LastDir[ELastDirectory::BRUSH], ConfigFile );
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GConfig->GetString( *ConfigSectionName, TEXT("FBX"), LastDir[ELastDirectory::FBX], ConfigFile );
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GConfig->GetString( *ConfigSectionName, TEXT("FBXAnim"), LastDir[ELastDirectory::FBX_ANIM], ConfigFile );
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GConfig->GetString( *ConfigSectionName, TEXT("GenericImport"), LastDir[ELastDirectory::GENERIC_IMPORT], ConfigFile );
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GConfig->GetString( *ConfigSectionName, TEXT("GenericExport"), LastDir[ELastDirectory::GENERIC_EXPORT], ConfigFile );
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GConfig->GetString( *ConfigSectionName, TEXT("GenericOpen"), LastDir[ELastDirectory::GENERIC_OPEN], ConfigFile );
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GConfig->GetString( *ConfigSectionName, TEXT("GenericSave"), LastDir[ELastDirectory::GENERIC_SAVE], ConfigFile );
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GConfig->GetString( *ConfigSectionName, TEXT("MeshImportExport"), LastDir[ELastDirectory::MESH_IMPORT_EXPORT], ConfigFile );
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GConfig->GetString( *ConfigSectionName, TEXT("WorldRoot"), LastDir[ELastDirectory::WORLD_ROOT], ConfigFile );
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GConfig->GetString( *ConfigSectionName, TEXT("Level"), LastDir[ELastDirectory::LEVEL], ConfigFile );
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GConfig->GetString( *ConfigSectionName, TEXT("Project"), LastDir[ELastDirectory::PROJECT], ConfigFile );
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// Set up some defaults if they're not defined in the ini
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if (DefaultDir.IsEmpty())
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{
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DefaultDir = FPaths::ProjectContentDir();
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}
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for( int32 CurDirectoryIndex = 0; CurDirectoryIndex < UE_ARRAY_COUNT( LastDir ); ++CurDirectoryIndex )
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{
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if (LastDir[ CurDirectoryIndex ].IsEmpty())
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{
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// Default all directories to the game content folder
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if (CurDirectoryIndex == ELastDirectory::LEVEL)
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{
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const FString DefaultMapDir = DefaultDir / TEXT("Maps");
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if( IFileManager::Get().DirectoryExists( *DefaultMapDir ) )
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{
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LastDir[CurDirectoryIndex] = DefaultMapDir;
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continue;
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}
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}
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else if (CurDirectoryIndex == ELastDirectory::PROJECT)
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{
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LastDir[CurDirectoryIndex] = FPaths::RootDir();
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continue;
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}
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// Set to the default dir
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LastDir[ CurDirectoryIndex ] = DefaultDir;
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}
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}
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bHasLoaded = true;
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}
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/** Writes the current "LastDir" array back out to the config files */
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void FEditorDirectories::SaveLastDirectories()
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{
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ensure(bHasLoaded);
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// Save out default file directories
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GConfig->SetString( *ConfigSectionName, TEXT("UNR"), *LastDir[ELastDirectory::UNR], ConfigFile );
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GConfig->SetString( *ConfigSectionName, TEXT("BRUSH"), *LastDir[ELastDirectory::BRUSH], ConfigFile );
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GConfig->SetString( *ConfigSectionName, TEXT("FBX"), *LastDir[ELastDirectory::FBX], ConfigFile );
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GConfig->SetString( *ConfigSectionName, TEXT("FBXAnim"), *LastDir[ELastDirectory::FBX_ANIM], ConfigFile );
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GConfig->SetString( *ConfigSectionName, TEXT("GenericImport"), *LastDir[ELastDirectory::GENERIC_IMPORT], ConfigFile );
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GConfig->SetString( *ConfigSectionName, TEXT("GenericExport"), *LastDir[ELastDirectory::GENERIC_EXPORT], ConfigFile );
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GConfig->SetString( *ConfigSectionName, TEXT("GenericOpen"), *LastDir[ELastDirectory::GENERIC_OPEN], ConfigFile );
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GConfig->SetString( *ConfigSectionName, TEXT("GenericSave"), *LastDir[ELastDirectory::GENERIC_SAVE], ConfigFile );
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GConfig->SetString( *ConfigSectionName, TEXT("MeshImportExport"), *LastDir[ELastDirectory::MESH_IMPORT_EXPORT], ConfigFile );
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GConfig->SetString( *ConfigSectionName, TEXT("WorldRoot"), *LastDir[ELastDirectory::WORLD_ROOT], ConfigFile );
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GConfig->SetString( *ConfigSectionName, TEXT("Level"), *LastDir[ELastDirectory::LEVEL], ConfigFile );
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GConfig->SetString( *ConfigSectionName, TEXT("Project"), *LastDir[ELastDirectory::PROJECT], ConfigFile );
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}
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FString FEditorDirectories::GetLastDirectory( const ELastDirectory::Type InLastDir ) const
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{
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if ( InLastDir >= 0 && InLastDir < UE_ARRAY_COUNT( LastDir ) )
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{
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return LastDir[InLastDir];
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}
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return DefaultDir;
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}
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void FEditorDirectories::SetLastDirectory( const ELastDirectory::Type InLastDir, const FString& InLastStr )
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{
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if ( InLastDir >= 0 && InLastDir < UE_ARRAY_COUNT( LastDir ) )
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{
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LastDir[InLastDir] = InLastStr;
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}
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}
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void FEditorDirectories::SetOverride(const FString& InConfigFile, const FString& InConfigSectionName, const FString& InDefaultDir)
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{
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// Prevent saving before config has been loaded otherwise data will be lost
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if (bHasLoaded)
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{
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SaveLastDirectories();
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}
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ConfigFile = InConfigFile;
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ConfigSectionName = InConfigSectionName;
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DefaultDir = InDefaultDir;
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LoadLastDirectories();
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}
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void FEditorDirectories::ResetOverride()
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{
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SaveLastDirectories();
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ConfigFile = GEditorPerProjectIni;
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ConfigSectionName = TEXT("Directories2");
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DefaultDir.Reset();
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LoadLastDirectories();
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}
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